// ConsumableItem.cs
using UnityEngine;

[System.Serializable]
public class ConsumableItem : BaseItem
{
    public enum UseEffectType { HEAL, DAMAGE_BOOST, DEFENSE_BOOST, CLEANSE, INVISIBILITY }

    [Header("消耗品属性")]
    public UseEffectType effectType;
    public float effectValue;
    public float duration;

    public override string GetTooltipText()
    {
        return $"<b>{displayName}</b>\n{description}\n效果: {effectType} ({effectValue})\n持续时间: {duration}秒";
    }
}